Author Topic: Tips for a beginner in game development?  (Read 2614 times)

I've extensively worked in both engines, and taught people how to use both engines.

Unity is such a flimsy piece of stuff, and the bane of my in-and-out work life. I've seen Adobe products that crash and load less. People claim that just because it makes use of C# that it's easier to get into, and yet they commonly forget that it's so absent of any decent features out-of-the-box that you had better be a bloody expert at either math or Google-fu to get your work done. Unity's own basic templates that give you (such as character controllers and materials) are, to put it bluntly, stuff. The entire system regarding platforms is handicapped (it takes about 2 hours for my work project with a lot of art assets to switch between platforms), and JESUS HELP YOU if you plan on using version control with any Unity-specific content files (like scenes, prefabs or meta files).

Is it fast? Sure. But it's not reliable, it's core configuration is not flexible (there's a reason most Unity games have such an extremely limited amount of options to configure, and it's not developer laziness surprisingly) and it's loving ugly. Add on the abysmal licensing scheme by comparion to Epic's offering, and you've got yourself a giant series of headaches.



Unreal comes with a whole slab of functional templates and base content items. It's got tutorials both in and out of engine (and the documentation isn't notorious for sucking, unlike Unity). If you want to do something in Unreal, there's probably already a system implemented in the engine for you to use without having to wait 10 years for the feature to come online (looking at Unity's inability to play movies until the end of the 5.X.X line), and they're never half-arsed (don't use Unity's AI system, for the love of John Carmack). Blueprints means anybody can jump in and implement, and you only have to touch the C++ stuff if you absolutely are more comfortable with it (there's very, very few things that aren't exposed to Blueprints, and thanks to recently upgrades Blueprints now bake into C++ for the speedup). And even if you won' bother to give your users the necessary customisation options for their PC experience, Unreal Engine games all have config files so the user can manually setup things for their own benefit.

Unreal is fun, it's more feature-packed and it doesn't give me a loving aneurysm at the end of every work day.



Use Unity if you need to rapidly prototype extremely quickly, or you're a minor hobbyist. If you actually want a career in game-dev, Unreal 4 is a lot closer to the engines that most game developers use.

A stuffty craftsman blames his tools.
That's assuming the tools aren't broken.

all four of these games are built on unity.
Doesn't mean good can't come from it, just this year, we got games like Cuphead, Snipperclips, and Yooka-Laylee that were made on Unity
Am I supposed to be impressed?

The design is good, sure. Doesn't mean I agree with the execution or technical aspect of any of those titles.

Not true. Not even close to remotely true.

Make prototypes. Make lots of prototypes. Scrap the ones that you don't think will work out. Show off your prototypes. If one catches people's interest, create that game but from scratch. Don't build up from the prototype, use it as a resource. Even if you don't show them off, just go with the one you enjoyed the most making. Do game jams. Do ludum dare. Get experience and some things to work with before you just jump into making a full game.
This this this this this this this this

Don't focus on going straight into making a game. Build some prototypes first. If you're going Unreal then it already has a bunch of templates to use from the start. Things like third person, FPS, driving, and 2D side scrolling are all available at the start. I'm sure there are a bunch you can get for Unity as well. If you already have a game concept in mind, write it down then only focus on one aspect of it and prototype that stuff up. Then prototype something else that pops up in your head. Keep doing this until you have a good grasp of whatever engine you're using. Follow a bunch of tutorials for various ideas that interest you and save them. Learn all the tips and tricks you can. If you found something that you think will work after prototyping, rebuild it from scratch and show it off. Get the attention of others because your idea might just have filled the hole in somebody else's project and would love to have you help them out.

McJob said what I was trying to explain earlier.

-snip-
It's not beginner friendly, no, but it's a good tool for learning without a doubt.  Using version control, I can agree, is incredibly AIDSy (then again, so are most version control softwares).  But I would argue that it's better for beginners because a game designer with no idea how programming works is just a pain in the ass once you actually get into the industry.  It's also important to learn what you're best at, if you're a designer or a developer, which are both very different things (for those that didn't know). 

At the end of the day, however, it all comes down to user preference, as well as the tools you have at your disposal.